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Graphics

Introduction

Drawing on webgl or canvas, built-in game object of phaser.

  • Author: Richard Davey

Usage

Add graphics object

var graphics = scene.add.graphics();

or

var graphics = scene.add.graphics({
    x: 0,
    y: 0,

    // lineStyle: {
    //     width: 1,
    //     color: 0xffffff,
    //     alpha: 1
    // },
    // fillStyle: {
    //     color: 0xffffff,
    //     alpha: 1
    // },

    add: true
});

Custom class

  • Define class
    class MyGraphics extends Phaser.GameObjects.Graphics {
        constructor(scene, options) {
            super(scene, options);
            // ...
            scene.add.existing(this);
        }
        // ...
    
        // preUpdate(time, delta) {}
    }
    
    • scene.add.existing(gameObject) : Adds an existing Game Object to this Scene.
      • If the Game Object renders, it will be added to the Display List.
      • If it has a preUpdate method, it will be added to the Update List.
  • Create instance
    var graphics = new MyGraphics(scene, options);
    

Drawing commands

Set style

  • Set default line style and fill style
    graphics.setDefaultStyles({
        lineStyle: {
            width: 1,
            color: 0xffffff,
            alpha: 1
        },
        fillStyle: {
            color: 0xffffff,
            alpha: 1
        }
    });
    
  • Set line style
    graphics.lineStyle(lineWidth, color, alpha);   // color: 0xRRGGBB
    
  • Set fill style
    • Fill color
      graphics.fillStyle(color, alpha);   // color: 0xRRGGBB
      
    • Fill gradient color (WebGL only)
      graphics.fillGradientStyle(topLeft, topRight, bottomLeft, bottomRight, alpha);  // alpha= 1
      // graphics.fillGradientStyle(topLeft, topRight, bottomLeft, bottomRight, alphaTopLeft, alphaTopRight, alphaBottomLeft, alphaBottomRight);
      
      • topLeft : The tint being applied to the top-left of the Game Object.
      • topRight : The tint being applied to the top-right of the Game Object.
      • bottomLeft : The tint being applied to the bottom-left of the Game Object.
      • bottomRight : The tint being applied to the bottom-right of the Game Object.
      • alphaTopLeft : The top left alpha value.
      • alphaTopRight : The top right alpha value.
      • alphaBottomLeft : The bottom left alpha value.
      • alphaBottomRight : The bottom right alpha value.

Clear

graphics.clear();

Path

graphics.beginPath();
graphics.closePath();
graphics.fillPath(); // = graphics.fill()
graphics.strokePath(); // = graphics.stroke()

Rectangle

graphics.fillRectShape(rect); // rect: {x, y, width, height}
graphics.fillRect(x, y, width, height);
graphics.strokeRectShape(rect);  // rect: {x, y, width, height}
graphics.strokeRect(x, y, width, height);

Rounded rectangle

graphics.fillRoundedRect(x, y, width, height, radius);
graphics.strokeRoundedRect(x, y, width, height, radius);
  • radius : number or an object {tl, tr, bl, br},
    • Positive value : Convex corner.
    • Negative value : Concave corner.

Triangle

graphics.fillTriangleShape(triangle); // triangle: {x1, y1, x2, y2, x3, y3}
graphics.fillTriangle(x1, y1, x2, y2, x3, y3);
graphics.strokeTriangleShape(triangle); // triangle: {x1, y1, x2, y2, x3, y3}
graphics.strokeTriangle(x1, y1, x2, y2, x3, y3);

Point

graphics.fillPointShape(point, size); // point: {x, y}
graphics.fillPoint(x, y, size);

Line

graphics.strokeLineShape(line); // line: {x1, y1, x2, y2}
graphics.lineBetween(x1, y1, x2, y2);
graphics.lineTo(x, y);
graphics.moveTo(x, y);

Lines

graphics.strokePoints(points, closeShape, closePath, endIndex);  // points: [{x, y}, ...]
graphics.fillPoints(points, closeShape, closePath, endIndex);  // points: [{x, y}, ...]
  • points : Array of {x, y}
  • closeShape : When true, the shape is closed by joining the last point to the first point.
  • closePath : When true, the path is closed before being stroked.
  • endIndex : The index of points to stop drawing at. Defaults to points.length.

Circle

graphics.fillCircleShape(circle); // circle: {x, y, radius}
graphics.fillCircle(x, y, radius);
graphics.strokeCircleShape(circle);  // circle: {x, y, radius}
graphics.strokeCircle(x, y, radius);

Draw or fill circle shape by points.

Ellipse

graphics.strokeEllipseShape(ellipse, smoothness);   // ellipse: Phaser.Geom.Ellipse
graphics.strokeEllipse(x, y, width, height, smoothness);
graphics.fillEllipseShape(ellipse, smoothness);    // ellipse: Phaser.Geom.Ellipse
graphics.fillEllipse(x, y, width, height, smoothness);

Draw or fill ellipse shape by points.

Arc

graphics.arc(x, y, radius, startAngle, endAngle, anticlockwise);
graphics.arc(x, y, radius, startAngle, endAngle, anticlockwise, overshoot);

Draw arc curve by points.

Pie-chart slice

graphics.slice(x, y, radius, startAngle, endAngle, anticlockwise);
graphics.slice(x, y, radius, startAngle, endAngle, anticlockwise, overshoot);

Draw pie-chart slice shape by points.

Fill this shape

graphics.fillPath();
Clear pattern
graphics.setTexture();

Transfer

graphics.save();
graphics.restore();
graphics.translateCanvas(x, y);
graphics.scaleCanvas(x, y);
graphics.rotateCanvas(radians);

Generate texture

graphics.generateTexture(key, width, height);  // key: texture key

Other properties

See game object

Create mask

var mask = graphics.createGeometryMask();

See mask

Shader effects

Support postFX effects

Note

No preFX effect support